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Messages - Stardust

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31
Forum Games / Re: Cutstuff 2020's Best Robot Master EVER
« on: December 23, 2020, 06:24:35 PM »
I'll play a round

Group J :

Gravity Man
Bubble Man (he has 100% winrate for me)
Time Man
Air Man
Search Man

Group K :

Magnet Man
Venus
Yamato Man
Clown Man
Shade Man (a hard one indeed)

32
Projects & Creative / Re: Chaos Generator Ver. P
« on: December 23, 2020, 05:38:03 PM »
I'd recommend not rushing releases especially since you're almost at the last letter of the alphabet :P take your time, better fewer stable versions than many with plenty of hotfixes (speaking from my personal mistakes lol)

If you're unsure about bugs (and you should) you could have some private testing, proposing a semi-public testing session in the MM8BDM discord could work. It can help find stuff you might have overlooked

I'd love to help you improve this mod if I had more time ewe

33
Projects & Creative / Re: Chaos Generator Ver. P
« on: December 21, 2020, 08:40:49 PM »
I logged in and I see a post with exactly what I wanted to post lol that's insane

I'd be pretty cool if the effects could be raised to 5 max, indeed. I really want to try Spark shock base wep + rapid fire + spread + vampirism + reflect projectiles on MM4DRI but can't with 3 effects :(

Aside from that a few extra suggestions I'd have :

> right now the "master" is picked randomly, but kind of like in SH sometimes random is not being fair with everyone. I'd say a player couldn't be picked a second time until the whole server got to be the master

> Also that's an extra, but pre-saving effects sets (on your zandronum personal config) could be nice to speed up time in the HUB (especially if effects raise to 5). Each player could have for example 3 slots for pre-registered effect sets, and with some custom button (user_1 user_2 user_3 etc) you could load them instantly when you're the master.

> Also an extra but the HUB has like 6 parts (weapon, hazards, player, world etc) and the spots feel similar, after hours on this mod I still confuse them. I feel like you could use a different wall/floor texture to differentiate the rooms better (red walls/floors for weapon room, blue for player effects, etc), or add some visual icon in the entrance, in addition to the text

34
Yes, I agree if a v7 even happens bringing on a new series, it wouldn't be before a long time. The classic series is basically finished ; MM8BDM has a lot of content now and goes through basically all of classic Megaman's story. MM11 is technically official in the classic series, but I'm somewhat not as hyped about it, probably because it's still fairly new next to MM1-8 (and even 9-10 still have that 10 years old gap with the previous episodes).

Going on to other series (MMBN, ZX, Zero) would probably better be starting off a fresh new game than appending it to MM8BDM.

I believe general gameplay modifications/improvements and QoL are more important than content as of right now. The v6 overall damage buff contributes to faster games (in LMS) and less frustration due to fragsteal (in DM), so that does contribute.
For example, Roll's Chaos generator has some nice effects which could be officially added into Vanilla to have more sandbox-style games. Terrain-related effects like jelly world, earthquake , icy terrain could be easy to add without interfering with mods like classes/weapon packs. Some other like spread/double firing could be harder to maintain, mods would have to consider that parameter when DECORATing their stuff.
These gameplay tweaks could add replay value offline (you could unlock them when finishing the campaign) and extend server customisation online.

Either way MM8BDM devteam deserves a well-rested break  :cool:

35
Projects & Creative / Re: Chaos Generator Ver. O
« on: November 10, 2020, 07:23:57 AM »
It's really a pleasure to see this mod being updated again. It makes DM more attracting and makes the quick games just fun overall.

36
MM8BDM Discussion / Re: MM8BDM V6 - Released!
« on: October 25, 2020, 09:15:51 AM »
Congrats to the devs behind that update ; somehow due to the imprevisible nature of game development I was expecting extra months or years of production. It's cool to also see that CMM is still here developping, after like 10 years now? '^'

The weapons are still being tweaked from their original games so they behave uniquely, I like that.

A little note : Water Balloon doesn't seem to be changed in this update, it's not mentionned in the "weapons not modified" list

A extra note : found a typo which causes a bug which makes Electric Shock OP in theory

https://pasteboard.co/JxhteT2.png
ES's damagetype is "ElecticShock" instead of "ElectricShock"
The main problem from that is that the player will suffer normal hitstun (75% ScaleVelocity every 3 tic) from ES instead of no hitstun

https://pasteboard.co/Jxhufun.png

Also it seems the interactive actors are not updated to consider MM10/V weapons, for example JunkMan's stage lava pillar or Fireman's raising pillar don't freeze on ChillSpike, TeruTeru in Cloud's stage doesn't instantly fall from ElectricShock, etc

Also, a bug which already was in v5d and that I mentionned to a dev, but it was not fixed : some charging weapons consume all your remaining ammo to shoot a lower-tier shot when you lack ammo for the upper tier
I.E Atomic Fire uncharged costs 1 ammo, and mid-charged costs 5 ammo.
If you mid-charge or fully charge AFire with 1, 2, 3 or 4 ammo then release, you'll lose that ammo and shoot a uncharged shot regardless (so basically, you consume up to 4 ammo for a 1 ammo shot)
Same happens with Wild Coil, uncharged costs 2, charged costs 5. Charging and releasing Wild Coil with 2 to 4 ammo will shoot an uncharged one and consume these 2 to 4 ammo completely

37
The fact it's still developped after like 10 years also means a lot

38
Projects & Creative / Re: MM8BDM Fishing!
« on: July 27, 2018, 06:10:36 AM »
Aw sob, crabs summons disappearing after about 9 mins now makes me sad - I'll miss ruining the hotel entrance corridors with saws traps and spiky balls with blowers to keep them in the hazards '^'

I guess technically speaking, you COULD infinitely charge TDPG's network with non-decoration (clientsided) items like these boulders, platforms, backons etc...
I'd assume someone hosted a HOTEL server recently with no restart (refresh) timer (and that's legit on its own) so it would stack crabs, -- and that's why they complained about it

That's just a proposition but another workaround is to keep crabs' duration infinite , but with a limit of summon-per-map (like 100 crabActors/map -- after that the last spawned crab actor into the void it goes)
: 0
Good work on the update still btw!

39
Pending / Re: [Feature] Projectile Team Colors
« on: March 03, 2018, 11:17:05 AM »
that's neato, I wanted to see shinies golden/green lime astro crushes and elemental flame swords.
Actually, while this is mostly meant for gameplay (pretty useful for attacks lasting a while on the field, like copy vision, hyper bombs,  flame blast spam and so on), I bet many of us are especially looking for the different color patterns because it looks good.
Too bad it actually modified the actors, meaning it can't be used online in the same way skins or other sprites edit like HUDball

but it could probably get some use in the vanilla core eventually, I wouldn't see any downside to that :d

40
Help & Editing / Re: I can't see my health and ammo bars
« on: January 26, 2018, 05:11:16 PM »
what Doc said '^'

if it still didn't work try out that :
go into the Options, Display Options, and play with the Screen size parameter until it fixes it the way you want it (vertical or horizontal HP bar)

41
Skins & Bots etc / Re: List of Skins
« on: January 09, 2018, 04:40:14 PM »

42
W.I.P Forum / Re: [Expansion] Mega Man World - Public Beta 2 Released!
« on: January 01, 2018, 11:24:10 AM »
Here try this
https://allfearthesentinel.net/zandronum/download.php?file=mmworld-publicbeta2.pk3
it's, the same version that is being hosted on doomseeker / and it's uploaded on TSPG, our main savior for hosting MM8BDM servers. It's obviously outdated and contains more or less bugs (since MM8BDM received updates), but playable definitely

happy new year btw if you read that now      :   )

43
Projects & Creative / Re: MM8BDM Fishing!
« on: December 16, 2017, 02:17:13 PM »
Got some extra suggestions and ideas tho ^^

> The basic fishes you can't use (Bass, Minnow, Salmon, Tetra, etc...) clustering in the CustomInventory slots with no direct use are kind of wonky. A neat thing would be to display your basic fish count in a small part of the screen (bottom left or bottom right corner?) instead of having them in your "usable" inventory. Something like :
(click to show/hide)
Now that's just a awful photoshop to help understanding the concept, don't mind the quality. You'd resize this menu so it doesn't eat up a large part of the screen. PLUS, you could make the fish menu disappear when you stop fishing (not using the Rod since 15 seconds would make it fade away. Using the rod again would bring the menu back).
OPTIONALLY, it could also display your fishing level (from 1 to 10, depending on how much fishing upgrades you have)


> You hid the code to generate a random fish :( that's sad, we probably wanted to know more about probabilities...
From my personal testing, I see no difference between having 0 fishing upgrades and 10 upgrades. Does it actually do something?  If so is it barely noticeable? (like, -5% common fishes at 10 upgrades?)

Anyway since common fishes are meant to improve fishing level, they are kind of useless when you reach max level.
IMO you thus shouldn't be able to fish common ones when you're at max level.

> Two other suggestions, still about fishing quality :
An "automatic fishing" effect. Throw the Rod, and when it shakes, the rod automatically returns to you without you needing to press item. The effect would still remain after respawning. I would suggest an effect like that for EITHER :
A very rare fish (golden border) fish ;
OR a shared effect for all LVMAX fishermen (when using the 10th fishing upgrade you receive this buff).

> Random idea share for Sea horses : right now they provide 10 uses of a certain projectile/attack, then you run out of them and need to fish them again.
I'd propose to make Seahorses infinite use. But, they'd have a longer cooldown (I was thinking 10 to 15 seconds per seahorse. Or if the cooldown is shared among the Seahorses, I'd rather say 5-8 seconds.)
That makes them more "collectable" and fun to use without having to worry about "wasting" them.
Quite some fishes do something "permanent" (crabs summon something that stay forever, jellyfishes give you a permanant color, shrimps give you permanent aesthetic) so it's fair ^^

> Have the rod's range be a parameter for some fishes. Like, have some fishes (currently or future ones) only be fishable if the rod is thrown far away enough :V

> For the crabs (summoning fishes) : first time you use the crab CustomInventory item could display a translucent unsolid (a ghost) of what you're going to summon in a fixed point in front of you ; using the item again to validate and summon it.
That's a little extra, but for people who don't know what the crab they freshly got is going summon, it can help them, so they don't waste it on a random spot.

hhh

 

44
Projects & Creative / Re: MM8BDM Fishing!
« on: December 15, 2017, 09:16:15 AM »
I like this new feature for a chilling map it's a nice activity for those who don't pvp (and most don't on hotel-styled maps) so gj I clap clap this mod :0

The anti-pvp totem security police of summon is neat but would need some tweaks imo. You need to get 3 fishes while being close to it to get the protection. Since it's compatible (and meant to be played with?) YD Classes, well some classes can easily force you out of the totem's small protection radius. One megawaterS, tornado man, shademan can be enough to push around and disturb fishermen :V

Not only that but some players probably want to move between catches and change fishing location. They need to fish 3 times (~15-20 seconds of standing still like a duck) in that Hyper Bomb size radius without dieing, each time they change location D:

Personnal suggestion ahead - I'd recommend the totem item to be fishable on the very first catch (or even better : Auto just gives it to you directly :P). It's part of the fisherman's material after all alongside the rod

When using it, it could stick like a spiritual chain and follow you everywhere, giving invulnerability and pacifism, for as long as you fished at least 3 times. tl;dr give infinite range to the totem.
To activate PvP mode you'd just need to activate the totem item again to "unlink" you from it. But then you'd have to fish 3 times again to restore the link.

(click to show/hide)


OH ye and here is new fish suggestion :]

Name : Psychedelic Jellyfish (it's the one that changes your skin color right)
Color : R a i n b o o o o o
Rarity : Rare (blue border)
Effect : picks a random color in MM8BDM's skin colors (including "charging" colors like atomic fire), changing every 1/6 second or so
OR just do Galaxy man's color scheme

45
Maestro doesn't exist physically, he's an illusion and the entire MM8BDM campaign is a dream but no hints are given on who's dream is it.
He's an ideology, you can't touch him. The NormalNavi mary-sue that represents a gathering of all the robots participating in the tournament, but imagined as an allegory. Its the boi who was automatically created because of the existence of other robots. é~é

just my 0.002cents, sorry for nothing

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